We’d like to carefully look into this and see whether or not balance issues would arise from shortening the recast timer. We’ll check out the balance conditions after launch as we look into easing up on this.

It’s hard to determine if you successfully attacked from the monster’s rear or flank, so please display this with an effect or in the flying text.

Continuing to Discuss

Displaying additional effects for successful attacks would affect drawing performance as well as the system in general, so once we determine the official release version’s stability, we would like to look into this carefully.

It feels like dragoon only has jumps to utilize and their tactics are rather monotonous. Increase the amount of abilities with additional effects and open up their range of tactics.

Working as Intended

Dragoon was intentionally designed to be simple, but we do not feel that they have a lack of battle tactics, so please try out various approaches.

When level synced, your main class/job actions are restricted while other class actions and spells that are higher level can still be used. Is this working as intended?

Working as Intended

Actions that are set from the “Additional Actions” menu can be used regardless of the fact that your level is lower than the level in which it is learned. This was designed like this to help out when leveling up your second class onward.

Increase the effect duration for buffs gained through pugilist and monk actions.

No Plans to Address

If we were to increase the effect duration any more, it would become too easy to control and it would off-set the balance between other classes/jobs. With that said, the current duration is working as intended.

Add elements such as skillchains from FFXI to the limit break system.

No Plans to Address

The FFXIV: ARR battles are very fast paced, and limit breaks are a special party ability to break free from dangerous situations. Adding combos or skill chains would result in not being able to use them when you want to use them, and would make them difficult to be a game-changer for high level content, so we do not plan on addressing this. We appreciate your understanding.

Make it so conjurer’s Medica is not based around yourself, but around your target.

No Plans to Address

There are other healing spells that focus around the target, and we have no plans to change the AOE effect of Medica. We appreciate your understanding.

In high-level dungeons, the need for Esuna will become tremendously higher. You won’t be able to wait for ailments to heal naturally, and in Beta Phase 4 we’ve reduced the recast timer, so it’s usability has been improved quite a bit. Be sure to check it out!

There are not enough MP recovery abilities and there is no choice but to sit and wait for MP to recover naturally. Please revamp MP recovery abilities.

No Plans to Address

We’ve prepared some kind of MP recovery method for each class and job that uses MP, so look forward to the full list of actions for launch. Also, try using ethers and other medicines too.